Street Fighter 3: New Generation/Ryu

From SuperCombo Wiki

Introduction

Ryu, the long time rival and friend of ken and the icon of the whole franchise.

He's still your all around, versatile character, with very effective pokes, anti airs, and pressure normals. The things that makes him worse than ken are rather few, but significant - ryu doesn't have any super with the same amalgamation of utility, range and source abundancy as ken's sa3, with his best super for confirms not being as fast and having character-dependent inconsistency in combos. Ryu also doesn't have as good of a meterless damage as ken, due to his absence of double dp links. Ryu also has worse mobility, with slower walk speeds and a shorter backdash. Ryu, however, has his own ways to compensate for his weaknesses, somewhat higher stun damage, additionally useful and powerful super in sa3 and a much better tatsu for confirms.

Super Arts

SAI (Shinkuu Hadouken)

An upgraded version of the Hadouken that can hit up to 5 times

SAII (Shin Shoryuken)

An upgraded version of the Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken

SAIII (Denjin Hadouken)

An unblockable attack (must be parried), Ryu will charge up an electric fireball for max 3 seconds if the punch button was held. The fastest Denjin Hadouken fireball may come out in 75 frames if perfect 360 motions was performed

Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Ryu
NG Ryu Portrait Art.png
Vitals
Life Points 1200
Stun Points 64
Super Art Stock/Size
SA1 2/112
SA2 1/128
SA3 1/96
Ground Movement
Forward Dash duration/distance 13 (17)
(95px)
Back Dash duration/distance 15 (47px)
Jumping
Back Jump duration 42(4+36+2)
Neutral Jump duration 41(4+34+2)
Forward Jump duration 41(4+35+2)
Back Super Jump duration 46(6+39+2)
Neutral Super Jump duration 45(6+38+2)
Forward Super Jump duration 45(6+38+2)
Wake up
Wake up duration 77
Quick rise duration 50
New Generation Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(ryucloselp).gif
Startup Active Recovery Hit Cr. Hit
3 3 5 3 3
Damage Stun Attack Parry Block
5 3 - A 3
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 2, Block: 1.
5LP (far)
Far LP
Lp.png (far)
(ryulp).gif
Startup Active Recovery Hit Cr. Hit
4 3 4 4 4
Damage Stun Attack Parry Block
3 3 - A 4
  • Cancel options: self sp su
  • Self meter gain: Whiff: 2, Hit: 2, Block: 1.
5MP (cl)
Close MP
Mp.png (cl)
(ryuclosemp).gif
Startup Active Recovery Hit Cr. Hit
5 4 10 2 3
Damage Stun Attack Parry Block
19 7 - H 1
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5MP (far)
Far MP
Mp.png (far)
(ryump).gif
Startup Active Recovery Hit Cr. Hit
5 4 9 5 6
Damage Stun Attack Parry Block
17 11 - H 4
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HP (cl)
Close HP
Hp.png (cl)
(ryuclosehp).gif
Startup Active Recovery Hit Cr. Hit
4 4 17 -2 0
Damage Stun Attack Parry Block
23 15 - H -4
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5HP (far)
Far HP
Hp.png (far)
(ryuhp).gif
Startup Active Recovery Hit Cr. Hit
11 3 18 -1 1
Damage Stun Attack Parry Block
23 13 - H -3
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
5LK
Stand LK
Lk.png
(ryulk).gif
Startup Active Recovery Hit Cr. Hit
4 4 7 2 2
Damage Stun Attack Parry Block
7 3 - A 2
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
5MK (cl)
Close MK
Mk.png (cl)
(ryuclosemk).gif
Startup Active Recovery Hit Cr. Hit
4 5 11 4 6
Damage Stun Attack Parry Block
19 11 - H 2
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5MK (far)
Far MK
Mk.png (far)
(ryumk).gif
Startup Active Recovery Hit Cr. Hit
6 4 15 -4 -3
Damage Stun Attack Parry Block
16 9 - H -5
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
5HK
Stand HK
Hk.png
(ryuhk).gif
Startup Active Recovery Hit Cr. Hit
8 5 18 -3 -1
Damage Stun Attack Parry Block
24 13 - H -5
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Command Normals

6MP
Sakotsu Wari
F.png+Mp.png
(ryufmp).gif
Startup Active Recovery Hit Cr. Hit
14 12 9 1 3
Damage Stun Attack Parry Block
15 15 - H -1
  • 16 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
6HP
Kyuubi Kudaki
F.png+Hp.png
(ryuhfp).gif
Startup Active Recovery Hit Cr. Hit
18 6 13 4 6
Damage Stun Attack Parry Block
24 13 - H 2
  • Self meter gain: Whiff: 4, Hit: 21, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(ryuclp).gif
Startup Active Recovery Hit Cr. Hit
4 3 5 3 3
Damage Stun Attack Parry Block
3 3 - A 3
  • Cancel options: self sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
2MP
Crouch MP
D.png+Mp.png
(ryucmp).gif
Startup Active Recovery Hit Cr. Hit
5 4 7 4 5
Damage Stun Attack Parry Block
16 7 - A 3
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HP
Crouch HP
D.png+Hp.png
(ryuchp).gif
Startup Active Recovery Hit Cr. Hit
5 5 19 -6 -4
Damage Stun Attack Parry Block
23 13 - A -8
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
2LK
Crouch LK
D.png+Lk.png
(ryuclk).gif
Startup Active Recovery Hit Cr. Hit
5 3 7 1 1
Damage Stun Attack Parry Block
3 3 - L 1
  • Cancel options: self sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
2MK
Crouch MK
D.png+Mk.png
(ryucmk).gif
Startup Active Recovery Hit Cr. Hit
7 5 16 -2 -1
Damage Stun Attack Parry Block
14 3 - L -3
  • Cancel options: sp su
  • 13 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
2HK
Crouch HK
D.png+Hk.png
(ryuchk).gif
Startup Active Recovery Hit Cr. Hit
7 5 25 D D
Damage Stun Attack Parry Block
23 3 - L -13
  • 13 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Jumping Normals

j.LP
Jump LP
U.png/Uf.png+Lp.png
(ryujlp).gif
Startup Active Recovery Hit Cr. Hit
4 - - -5~7 4~7
Damage Stun Attack Parry Block
8 7 - H -5~7
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
8MP
Jump MP (Neutral)
U.png+Mp.png
(ryunjmp).gif
Startup Active Recovery Hit Cr. Hit
5 5 - 0~10 8~10
Damage Stun Attack Parry Block
17 11 - H 0~10
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.MP
Jump MP
Uf.png+Mp.png
(ryujmp).gif
Startup Active Recovery Hit Cr. Hit
4 8 - 4~10 10
Damage Stun Attack Parry Block
15 13 - H 4~10
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
8HP
Jump HP (Neutral)
U.png+Hp.png
(ryunjhp).gif
Startup Active Recovery Hit Cr. Hit
6 3 - 6~13 12~13
Damage Stun Attack Parry Block
24 15 - H 6~13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.HP
Jump HP
Uf.png+Hp.png
(ryujhp).gif
Startup Active Recovery Hit Cr. Hit
6 4 - 3~13 10~13
Damage Stun Attack Parry Block
24 15 - H 3~13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
8LK
Jump LK (Neutral)
U.png+Lk.png
(ryujlk).gif
Startup Active Recovery Hit Cr. Hit
4 19 - -6~7 0~7
Damage Stun Attack Parry Block
8 7 - H -6~7
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
j.LK
Jump LK
Uf.png+Lk.png
(ryujlk).gif
Startup Active Recovery Hit Cr. Hit
4 10 - -6~7 0~7
Damage Stun Attack Parry Block
8 5 - H -6~7
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
8MK
Jump MK (Neutral)
U.png+Mk.png
(ryunjmk).gif
Startup Active Recovery Hit Cr. Hit
5 6 - -2~10 6~10
Damage Stun Attack Parry Block
16 9 - H -2~10
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
j.MK
Jump MK
Uf.png+Mk.png
(ryujmk).gif
Startup Active Recovery Hit Cr. Hit
5 6 - -2~10 6~10
Damage Stun Attack Parry Block
16 9 - H -2~10
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
8HK
Jump HK (Neutral)
U.png+Hk.png
(ryunjhk).gif
Startup Active Recovery Hit Cr. Hit
6 5 - 2~13 10~13
Damage Stun Attack Parry Block
23 13 - H 2~13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
j.HK
Jump HK
Uf.png+Hk.png
(ryujhk).gif
Startup Active Recovery Hit Cr. Hit
6 4 - 2~13 8~13
Damage Stun Attack Parry Block
21 13 - H 2~13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.


Target Combos




Throws

LPLK
Seoi Nage
Lp.png+Lk.png
(ryusgtr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 45 -
Damage Stun Attack Parry Block
21 8 - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.
4LPLK
Tomoe Nage
B.png+Lp.png+Lk.png
(ryutntr).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 70 -
Damage Stun Attack Parry Block
19 14 - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.




Universal Overhead

MPMK
Straight Hit
Mp.png+Mk.png
(ryuoh).gif
Startup Active Recovery Hit Cr. Hit
15 9 6 0~8 1~9
Damage Stun Attack Parry Block
7 3 - H -5~2
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.




Special Moves

236P
Hadouken
Qcf.png+P.png
(ryuhdk).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
9 - 36 -8 -7
Damage Stun Attack Parry Block
10 3 - H -9
  • Cancel options: su
  • Self meter gain: Whiff: 0, Hit: 1, Block: 1.
MP Startup Active Recovery Hit Cr. Hit
9 - 36 -8 -7
Damage Stun Attack Parry Block
10 3 - H -9
  • Cancel options: su
  • Self meter gain: Whiff: 0, Hit: 1, Block: 1.
HP Startup Active Recovery Hit Cr. Hit
9 - 36 -8 -7
Damage Stun Attack Parry Block
10 3 - H -9
  • Cancel options: su
  • Self meter gain: Whiff: 0, Hit: 1, Block: 1.
623P
Shoryuken
Dp.png+P.png
(ryusrk).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
3 11 29 D D
Damage Stun Attack Parry Block
24 13 - A -14~-24
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
MP Startup Active Recovery Hit Cr. Hit
3 14 34 D D
Damage Stun Attack Parry Block
27 15 - A -20~-32
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
HP Startup Active Recovery Hit Cr. Hit
3 18 38 D D
Damage Stun Attack Parry Block
30 17 - A -29~-38
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
214K
Tatsumaki Senpukyaku
Qcb.png+K.png
(ryuatsk).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
10 3 22 D D
Damage Stun Attack Parry Block
23 15 - H -12
  • Self meter gain: Whiff: 3, Hit: 18, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
11 10 19 D D
Damage Stun Attack Parry Block
26 15 - H -8
  • Self meter gain: Whiff: 6, Hit: 21, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
11 10 22 D D
Damage Stun Attack Parry Block
30 15 - H -11
  • Self meter gain: Whiff: 6, Hit: 21, Block: 12.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
214K (air)
Air Tatsumaki Senpukyaku
Qcb.png+K.png (air)
(ryuatsk).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
7 8 - D D
Damage Stun Attack Parry Block
17 9 - H -2~-6 (?)
  • Self meter gain: Whiff: 4, Hit: 10, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
7 12 - D D
Damage Stun Attack Parry Block
19 9 - H -2~-6 (?)
  • Self meter gain: Whiff: 6, Hit: 12, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
7 12 - D D
Damage Stun Attack Parry Block
21 9 - H -2~-6 (?)
  • Self meter gain: Whiff: 8, Hit: 14, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
41236K
Joudan Sokutou Geri
Hcf.png+K.png
(ryujsg).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
10 3 28 D D
Damage Stun Attack Parry Block
21 17 - H -12
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
MK Startup Active Recovery Hit Cr. Hit
13 3 27 - -
Damage Stun Attack Parry Block
24 17 - H -11
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
HK Startup Active Recovery Hit Cr. Hit
16 3 26 - -
Damage Stun Attack Parry Block
28 17 - H -10
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Super Arts

236236P (SA1)
Shinkuu Hadouken
Qcf.pngQcf.png+P.png (SA1)
(ryusa1).gif
Startup Active Recovery Hit Cr. Hit
3 - 49 D D
Damage Stun Attack Parry Block
50 - - H -12
236236P (SA2)
Shin Shoryuken
Qcf.pngQcf.png+P.png (SA2)
(ryusa2).gif
Startup Active Recovery Hit Cr. Hit
1 15 40 D D
Damage Stun Attack Parry Block
94 17 - A -25
236236P (far SA2)
Shin Shoryuken (Far)
236236P (far SA2)
(ryusa2).gif
Startup Active Recovery Hit Cr. Hit
1 13 35 D D
Damage Stun Attack Parry Block
33 13 - A -27
236236P (SA3)
Denjin Hadouken (Lv 1)
Qcf.pngQcf.png+P.png (SA3)
(ryusa3).gif
Startup Active Recovery Hit Cr. Hit
2~9 - 51 -31 -31
Damage Stun Attack Parry Block
10 17 - H -
Denjin Charge Levels
236236P (SA3)
Denjin Hadouken (Lv 2)
Qcf.pngQcf.png+P.png (SA3)
(ryusa3).gif
Startup Active Recovery Hit Cr. Hit
10~33 - 51 -24 -24
Damage Stun Attack Parry Block
20 34 - H -
236236P (SA3)
Denjin Hadouken (Lv 3)
Qcf.pngQcf.png+P.png (SA3)
(ryusa3).gif
Startup Active Recovery Hit Cr. Hit
34~81 - 51 -16 -16
Damage Stun Attack Parry Block
27 48 - H -
236236P (SA3)
Denjin Hadouken (Lv 4)
Qcf.pngQcf.png+P.png (SA3)
(ryusa3).gif
Startup Active Recovery Hit Cr. Hit
82~161 - 51 -10 -10
Damage Stun Attack Parry Block
36 65 - H -
236236P (SA3)
Denjin Hadouken (Lv 5)
Qcf.pngQcf.png+P.png (SA3)
(ryusa3).gif
Startup Active Recovery Hit Cr. Hit
162~212 - 51 Stunned Stunned
Damage Stun Attack Parry Block
43 MAX - H -


NG Navigation

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